Surely someone else has done this better than me...?
Maybe a mimic that is trying to become a whole room? I found this piece of paper in among all the files and stuff I am sorting out. How many hit dice would a room have? Or hit points for that matter?
How do you kill a room?
Playing tabletop role-playing games since 2011. Blogging about RPGs, other games, creativity in design and play, and my general fascination with the hobby.
Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts
Monday, 18 March 2019
Friday, 11 September 2015
Not appearing in Oddpool
Honestly, this is the last post about it for a while, I swear...
In making a Pocketmod-sized supplement you have to make really hard choices. What stays, what goes; how much detail can you afford; what sized font can someone read or not - I was tweaking and tweaking for a while. A very hard choice I had to make was whether or not to include the Superlambanana in the booklet. In the end, I decided not to include it, more because an idea like it would need artwork and I wasn't quite sure about what I could or couldn't do with a work of art, and I was struggling to come up with a name that was as expressive as Superlambanana.
So in the end, it was cut out, but it left a nice giant-sized hole for the Pool-Auks, which are actually much more symbolic of the city. The Superlambanana would have been nice though...
Superlambanana
Twenty-feet high, apex wandering creature
STR15, DEX15, WIL20, 25HP
Driven to protect babylambananas. d8 stomp, Armour 2. Can always hear any distressed offspring and will come to their aide. Spawns a new child every four days, extruding from the back surface over a period of an hour. Often accompanied by 2-8 babylambananas.
Babylambanana
Horse-sized smooth sheep/fruit hybrids
STR10, DEX10, WIL7, 2HP
Driven by curiosity. No attack, Armour 1. Harmless, mouthless, bleats. Will approach strangers and shiny things. Will have a nest of shiny objects, which may contain treasure.
(Oddpool - now down to the last six of the signed and numbered print copies!)
In making a Pocketmod-sized supplement you have to make really hard choices. What stays, what goes; how much detail can you afford; what sized font can someone read or not - I was tweaking and tweaking for a while. A very hard choice I had to make was whether or not to include the Superlambanana in the booklet. In the end, I decided not to include it, more because an idea like it would need artwork and I wasn't quite sure about what I could or couldn't do with a work of art, and I was struggling to come up with a name that was as expressive as Superlambanana.
So in the end, it was cut out, but it left a nice giant-sized hole for the Pool-Auks, which are actually much more symbolic of the city. The Superlambanana would have been nice though...
Superlambanana
Twenty-feet high, apex wandering creature
STR15, DEX15, WIL20, 25HP
Driven to protect babylambananas. d8 stomp, Armour 2. Can always hear any distressed offspring and will come to their aide. Spawns a new child every four days, extruding from the back surface over a period of an hour. Often accompanied by 2-8 babylambananas.
Babylambanana
Horse-sized smooth sheep/fruit hybrids
STR10, DEX10, WIL7, 2HP
Driven by curiosity. No attack, Armour 1. Harmless, mouthless, bleats. Will approach strangers and shiny things. Will have a nest of shiny objects, which may contain treasure.
(Oddpool - now down to the last six of the signed and numbered print copies!)
Wednesday, 29 January 2014
A Ghost: Hanna On-the-hill
Hanna On-the-hill (a ghost generated by noisms' table)
Olpek is the oldest man in the village. He has been making furniture and wooden toys for over sixty years. When he was eight years old, his grandfather told him about the terrible girl who lived on the hill past the Red Forest. Legend said she was a beautiful princess. After angering a necromancer by refusing his marriage proposal, she was cursed with eternal unlife and a terrible hunger. Bound to the hill where he proposed, Hanna feasts on flesh when she can get it, preserving her body and regenerating when she gets enough.
Olpek is the oldest man in the village. He has been making furniture and wooden toys for over sixty years. When he was eight years old, his grandfather told him about the terrible girl who lived on the hill past the Red Forest. Legend said she was a beautiful princess. After angering a necromancer by refusing his marriage proposal, she was cursed with eternal unlife and a terrible hunger. Bound to the hill where he proposed, Hanna feasts on flesh when she can get it, preserving her body and regenerating when she gets enough.
Monday, 27 January 2014
Monster: Spiky Slugs
In the private workspace of Hirgon the Shapeshifter sits a large stone chest which cannot be moved. It came from Somewhere Else, and is held in our universe by forces beyond anyone's understanding. The contents of the chest hunger, but are thankfully sealed by the stone tablet on top. If it were removed or broken they would be free...
Thursday, 4 July 2013
Monster: Spellbook Golems
Some tomes in magical and rare libraries are cursed. The unfortunate reader, if not properly prepared, may go blind from reading the title page. A careless peruser may go mad from touching a hellish travelogue. An unwary thief may find that they are trapped within the pages of a magically charged Who's Who.
None of these fates compare to coming face-to-face with a secret library's secret guardian. No, not a Kamikaze Librarian (thought for later: run a game where people can only choose from extraordinary classes created in that style). A golem made of magical texts...
You run your fingers along the wrong shelf. You open a locked cabinet. You don't pay your fine. Any one of these might trigger a cascade of leather bound books of all shapes and sizes, spilling on to the floor and forming into a humanoid shape - or perhaps into a vaguely houndlike body. If it has been activated it is because you are not supposed to be there, or because you have taken something it is bound to protect. A Spellbook Golem will follow you, attack you, attempt to restrain you - but usually it will not try to kill you. The Librarian who finds you afterwards will do that...
None of these fates compare to coming face-to-face with a secret library's secret guardian. No, not a Kamikaze Librarian (thought for later: run a game where people can only choose from extraordinary classes created in that style). A golem made of magical texts...
You run your fingers along the wrong shelf. You open a locked cabinet. You don't pay your fine. Any one of these might trigger a cascade of leather bound books of all shapes and sizes, spilling on to the floor and forming into a humanoid shape - or perhaps into a vaguely houndlike body. If it has been activated it is because you are not supposed to be there, or because you have taken something it is bound to protect. A Spellbook Golem will follow you, attack you, attempt to restrain you - but usually it will not try to kill you. The Librarian who finds you afterwards will do that...
Monday, 1 April 2013
Creature: Grimhook Jays
They are not natural, that much is clear. Someone made these - possibly for "a laugh" - "oh, what would happen if..." - and then when they got pecked to death by them they got their answer. Maybe they were made in a wizard's lab, maybe a demon pushed malevolence into a predatory bird - who cares? They're here and they are mean.
Three-feet tall, mostly bird-like, skin-wings that unfold and unfurl and allow gliding. They run on double-jointed emu legs, and have have claws at their wingtips that help them to climb and grasp. Their head has simian and avian qualities, forward-facing eyes, short plumage that covers their torso as well.
And the grimhook. Damn. An eighteen inch razor beak ending in a four-inch downward hook overbite. Nestling between a two-inch double underbite. When it bites it tears flesh, the over- and under-bites scissoring together, the beak edge cutting. It's not just a predator, it's a killer.
When a Grimhook Jay steps out from bushes or glides down from tree-tops, a mocking "HAW HAW!" call echoing, you will flinch, but you will think you can take it. It's not that big. And it's just a bird with a sharp beak really. When a half dozen follow it, you will run. That's the only thing you probably can do.
Three-feet tall, mostly bird-like, skin-wings that unfold and unfurl and allow gliding. They run on double-jointed emu legs, and have have claws at their wingtips that help them to climb and grasp. Their head has simian and avian qualities, forward-facing eyes, short plumage that covers their torso as well.
And the grimhook. Damn. An eighteen inch razor beak ending in a four-inch downward hook overbite. Nestling between a two-inch double underbite. When it bites it tears flesh, the over- and under-bites scissoring together, the beak edge cutting. It's not just a predator, it's a killer.
When a Grimhook Jay steps out from bushes or glides down from tree-tops, a mocking "HAW HAW!" call echoing, you will flinch, but you will think you can take it. It's not that big. And it's just a bird with a sharp beak really. When a half dozen follow it, you will run. That's the only thing you probably can do.
Thursday, 28 March 2013
Monster: The Grogan
A stone-jointed granite monster. Many were made hundreds of years ago, but they are now rare, often found in abandoned tombs and ruined wizard lairs. They were fashionable as magical guards before most sorcerers realised that they were more trouble than they were worth.
The Grogan is quadrupedal, an up-turned metre-wide demi-sphere sitting on four equally spaced metre long legs. Eight triple jointed stone blades lie on the compass points around the top of the flat surface. In the centre of the body is a small pedestal, upon which sits a great stone eye with a black diamond pupil.
The Grogan is constantly in motion, and every movement sounds like nails down a blackboard. It dodges attacks and resists damage. The great and powerful stopped creating them when, inevitably, a Grogan would start attacking the master it was supposed to protect.
(STATS AND SPOILERS AFTER THE JUMP)
The Grogan is quadrupedal, an up-turned metre-wide demi-sphere sitting on four equally spaced metre long legs. Eight triple jointed stone blades lie on the compass points around the top of the flat surface. In the centre of the body is a small pedestal, upon which sits a great stone eye with a black diamond pupil.
The Grogan is constantly in motion, and every movement sounds like nails down a blackboard. It dodges attacks and resists damage. The great and powerful stopped creating them when, inevitably, a Grogan would start attacking the master it was supposed to protect.
(STATS AND SPOILERS AFTER THE JUMP)
Monday, 25 March 2013
Creature: TU-Rats
Two foot high ratlings, humanoid, dressed in simple leather and cloth garments and carrying needle knives (sometimes poisoned) and tiny bows and slings.
They are primitive by some measures, but civilised, living (typically) in large nest communities. Teams of TU-Rats have been known to ride pack-horses and other large domesticated animals. Unlike other rats and ratlings they have long outgrown scavenging as a way of life.
Oh, and TU stands for Telepathically United.
The cranium of a TU-Rat is slightly larger than might be expected for a bipedal rat of their overall size. They create an open psychic field to other TU-Rats. They are individuals but share and coordinate via a groupthink as situations require. A TU-Rat is always aware of every other TU-Rat within 50 feet, and can transmit to TU-Rats much further away by a mental relay effect: messages are passed on but are not instantaneous.
TU-Rats trade with other intelligent races sometimes. They are not aggressive generally, but can be territorial. A TU-Rat by itself will not be a great challenge for a party of adventurers if they have to kill it. Problems occur when dealing with large groups of TU-Rats that attack en masse and which can overcome even the most hardy of warriors. The TU-Rat psychic field can have an effect on humans and other races.
Oh, and TU stands for Telepathically United.
The cranium of a TU-Rat is slightly larger than might be expected for a bipedal rat of their overall size. They create an open psychic field to other TU-Rats. They are individuals but share and coordinate via a groupthink as situations require. A TU-Rat is always aware of every other TU-Rat within 50 feet, and can transmit to TU-Rats much further away by a mental relay effect: messages are passed on but are not instantaneous.
TU-Rats trade with other intelligent races sometimes. They are not aggressive generally, but can be territorial. A TU-Rat by itself will not be a great challenge for a party of adventurers if they have to kill it. Problems occur when dealing with large groups of TU-Rats that attack en masse and which can overcome even the most hardy of warriors. The TU-Rat psychic field can have an effect on humans and other races.
Monster: The P'Lacki
A monstrous purple and black demon squid that crawls on land. It comes from somewhere beyond, and cannot be reasoned with in any way, although it has at least average human intelligence.
The P'Lacki wants to challenge the strong, and will instinctively move to attack an opponent with high STR. It has a body three metres long and over two metres high, but seems much bigger as it drags itself along on a combination of fleshy rear paddles and two sets of tree-trunk thick tentacles. Despite its massive form it can move quickly.
The P'Lacki's body is a purple and black segmented armour that conceals vital and sensory organs. It generally does not reveal its terrible demonic maw, which is a weak spot. A dozen rune-shaped eyes ring the 472 teeth at the heart of the fleshy death-hole.
Some say the P'Lacki is a unique creature in the world. Some say it seeks death on this plane to return to the demon realms. All who survive and have run away agree that it is a deeply unsettling creature.
The P'Lacki
AC: Platemail; 9HD, 50HP
Attacks: The P'Lacki has up to four attacks depending on how many are in melee with it. Most attacks will be simple tentacle swipes (+2 to hit, 1+d6 damage, 30% chance to knock down on unsuccessful save versus paralysis). Whoever in the group has the highest STR (currently) will be targeted for a different kind of attack. A thin needle will skewer out from a fore-tentacle and attempt to stab this person in the arm for d2 attacks. Attacks are at +1 to hit and do 1+d3 damage. The victim loses 1 STR point immediately and must make a save versus magical effect to avoid losing one more. On a critical fail the victim loses a third STR point and d2 CON points. Every STR/CON point the P'Lacki takes instantly gives it another hit die - and corresponding hit points - but confers no other attack bonuses.
If a victim is killed or reduced to 2 hit points or less, the P'Lacki will attempt to eat them. The bulb like body will split open in a stream of purple slime revealing the eyes and teeth. If the creature does this it will make one attack at +4 to bite. If successful it will attempt to swallow the victim (takes one round). In either of these (potential) rounds, any successful attacks that are specified against the mouth/eye areas will deal triple damage. Despite having concealed eyes, the P'Lacki suffers no sensory penalties and can see in perfect/magical darkness.
Any STR or CON points lost in combat to the P'Lacki will take d3 weeks per point to recover. The total number of weeks is halved if the P'Lacki is killed, and halved if the person rests - no active adventuring.
The P'Lacki wants to challenge the strong, and will instinctively move to attack an opponent with high STR. It has a body three metres long and over two metres high, but seems much bigger as it drags itself along on a combination of fleshy rear paddles and two sets of tree-trunk thick tentacles. Despite its massive form it can move quickly.
The P'Lacki's body is a purple and black segmented armour that conceals vital and sensory organs. It generally does not reveal its terrible demonic maw, which is a weak spot. A dozen rune-shaped eyes ring the 472 teeth at the heart of the fleshy death-hole.
Some say the P'Lacki is a unique creature in the world. Some say it seeks death on this plane to return to the demon realms. All who survive and have run away agree that it is a deeply unsettling creature.
The P'Lacki
AC: Platemail; 9HD, 50HP
Attacks: The P'Lacki has up to four attacks depending on how many are in melee with it. Most attacks will be simple tentacle swipes (+2 to hit, 1+d6 damage, 30% chance to knock down on unsuccessful save versus paralysis). Whoever in the group has the highest STR (currently) will be targeted for a different kind of attack. A thin needle will skewer out from a fore-tentacle and attempt to stab this person in the arm for d2 attacks. Attacks are at +1 to hit and do 1+d3 damage. The victim loses 1 STR point immediately and must make a save versus magical effect to avoid losing one more. On a critical fail the victim loses a third STR point and d2 CON points. Every STR/CON point the P'Lacki takes instantly gives it another hit die - and corresponding hit points - but confers no other attack bonuses.
If a victim is killed or reduced to 2 hit points or less, the P'Lacki will attempt to eat them. The bulb like body will split open in a stream of purple slime revealing the eyes and teeth. If the creature does this it will make one attack at +4 to bite. If successful it will attempt to swallow the victim (takes one round). In either of these (potential) rounds, any successful attacks that are specified against the mouth/eye areas will deal triple damage. Despite having concealed eyes, the P'Lacki suffers no sensory penalties and can see in perfect/magical darkness.
Any STR or CON points lost in combat to the P'Lacki will take d3 weeks per point to recover. The total number of weeks is halved if the P'Lacki is killed, and halved if the person rests - no active adventuring.
Saturday, 9 February 2013
Somewhere North: Shaggy Pigs
Shaggy Pigs are huge wild boar-like creatures that roam the northern winterlands. An adult can grow to seven feet in length, has great tusks and thick carpets of hair covering it. The most distinctive feature of the Shaggy Pig are the two sets of hind legs that it has, which allow it to run at quick speeds over icy and snowy terrain; it runs with an unusual gait and can keep a pace for many miles.
In the wild they run in packs and are omnivorous, instinctively burrowing for exotic, nourishing tubers and then chasing down wild deer – and whatever else they can find. Shaggy Pigs have been semi-domesticated by Pugs. They use them to pull their sleds, and are known to be used as battle-mounts by pairs of Pugs, who will ride with slings and short swords.
In the wild they run in packs and are omnivorous, instinctively burrowing for exotic, nourishing tubers and then chasing down wild deer – and whatever else they can find. Shaggy Pigs have been semi-domesticated by Pugs. They use them to pull their sleds, and are known to be used as battle-mounts by pairs of Pugs, who will ride with slings and short swords.
Shaggy
Pig
AC as leather armour and shield, 4HD. They attack anything that looks tasty by running in and trying to gore it to death with long tusks (d8 damage). In the wild they run in packs of 4+d6 pigs; young swine are not normally found in the wild, as they are kept in a sty by the pack. Shaggy Pigs are fiercely territorial and belligerent.
AC as leather armour and shield, 4HD. They attack anything that looks tasty by running in and trying to gore it to death with long tusks (d8 damage). In the wild they run in packs of 4+d6 pigs; young swine are not normally found in the wild, as they are kept in a sty by the pack. Shaggy Pigs are fiercely territorial and belligerent.
If
tracked to a regular feeding area, adventurers might be able to find
some of the strange tubers that they dig for. Shaggy Pigs uproot them for sustenance, however they have a strange effect on
non-pigs...
If eating a tuber found by a Shaggy Pig, roll 2d6:
| 2-3: Makes the eater appear two years younger (takes 5 minutes; permanent effect). | 8: Eaten raw, mild poison; cooked CON +1. |
| 4: As Cure Light Wounds. Mild poison if eaten more than three times (CON check or lose 2 CON for 2d8 days; if make check, 1 CON penalty for d4 days). | 9: Nose grows an inch. Improved Bushcraft by 1. |
| 5: Causes ESP effects for 8d6 hours. After a day, save vs magic every hour or collapse until effects wear off. | 10: Skin emits a foul odour for d8 weeks. Soap and perfume won't cover it. |
| 6: Resist Cold for a week. | 11: Gives excellent nightvision. |
| 7: Save vs poison. Fail and canine teeth grow d2 inches. (permanent) | 12: The next time the eater sleeps they age 10 years (permanent effect). |
Thursday, 7 February 2013
Somewhere North: A Guardian
The now-extinct northern Dwarves were not natural magic users, but they were very capable in crafting magical effects from various rare ores. This extended to giving life to various pseudo-mechanical creatures and beings, and even to giving life to assemblies of flesh. An unhealthy competition arose between various lords as to who could create the most dangerous guardian for their palace or home. One of the most feared, by legend, was the Guardian of the Palace of the Perfect Moon.
Thursday, 3 January 2013
Hate Bear
The Hate Bear is a monstrous white bear that grows to three metres in length. It is the only known species of bear-mutant to not have a typical head. The Hate Bear's fur thins out near the top of the chest, revealing a great muscular maw, surrounded by spiky tentacles that seek to grasp, ensnare and then swallow prey.
The tentacles of the Hate Bear move and seem to track prey without any visible eyes. They respond to sound and can elongate to the length of the Hate Bear. A deep bass growl echoes up from the pit of the stomach. Encountering humans and other sentient species, the Hate Bear tends to only attack if surprised, otherwise it will snarl, growl and posture to intimidate. If weakness is shown too quickly, the Hate Bear will attack. If a bear is encountered with a cub it will fight to the death to protect the little one.
The fur of Hate Bears is extremely flammable; the shoulder blade and chest bones of bears are quite valuable, as they can be fashioned (by a skilled armourer) into a flexible armour that is as tough as chainmail but as light as leather armour.
Hate Bear (originally designed for play in LotFP)
Found "Somewhere North"; icy, snowy conditions. Lives in caves.
AC16 (equivalent to chainmail)
5HD
Can swipe big paws twice (2 attacks) for d8 damage each but at -2 to hit. After a successful swipe and if close can try to grapple with tentacles at +2 to
hit. No damage, but restrains successfully trapped prey; will not attack but will attempt to swallow on next turn. Very difficult to escape. Swallowed victims will take d4 crushing damage and d2 acid damage (damages armour first).
TL;DR - a huge polar bear with the pre-Special-Edition-Sarlacc's maw instead of a head!
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